Merge branch 'changes-beta4' of https://github.com/Midiman/stepmania
This commit is contained in:
@@ -232,7 +232,7 @@ Branch = {
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end
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if STATSMAN:GetStagesPlayed() == 0 then
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return "ScreenSelectPlayMode"
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return "ScreenSelectStyle"
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end
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return "ScreenProfileLoad"
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@@ -47,9 +47,13 @@ setmetatable(Color, { __call = function(self, c) return self[c] end })
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GameColor = {
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PlayerColors = {
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PLAYER_1 = color("#ff4444"),
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PLAYER_1 = color("#ed5565"),
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PLAYER_2 = color("#5d9cec"),
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},
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PlayerDarkColors = {
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PLAYER_1 = color("#da4453"),
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PLAYER_2 = color("#4a89dc"),
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},
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Difficulty = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
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in some cases, especially to apply new colors for stuff you
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@@ -126,13 +130,18 @@ function ColorDarkTone(c)
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end
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function PlayerColor( pn )
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if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
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if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
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if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end
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if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end
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return color("1,1,1,1")
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end
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function PlayerScoreColor( pn )
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if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
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if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
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return PlayerColor( pn );
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end
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function PlayerDarkColor( pn )
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if pn == PLAYER_1 then return GameColor.PlayerDarkColors["PLAYER_1"] end
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if pn == PLAYER_2 then return GameColor.PlayerDarkColors["PLAYER_2"] end
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return color("1,1,1,1")
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end
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@@ -15,7 +15,7 @@ local t = Def.ActorFrame {
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};
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--
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for i=1,#num_players do
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t[#t+1] = Def.ActorFrame {
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local f = Def.ActorFrame {
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InitCommand=cmd(x,-128+PositionItem(i,#num_players));
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UnchosenCommand=cmd(finishtweening;bounceend,0.25;zoom,1);
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ChosenCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0);
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@@ -28,10 +28,6 @@ for i=1,#num_players do
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if param.Player ~= num_players[i] then return end;
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self:playcommand("Unchosen");
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end;
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--
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LoadActor( NOTESKIN:GetPathForNoteSkin("Center","Tap","cmd") ) .. {
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InitCommand=cmd(y,20);
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};
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Def.Quad {
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InitCommand=cmd(y,-35);
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OnCommand=cmd(diffuse,PlayerColor(num_players[i]);shadowlength,1;linear,0.25;zoomtowidth,80;fadeleft,0.5;faderight,0.5);
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@@ -52,6 +48,13 @@ for i=1,#num_players do
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OnCommand=cmd(shadowlength,1;zoom,0.75);
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};
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};
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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local ns = num_players[i] == PLAYER_1 and RoutineSkinP1() or RoutineSkinP2()
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f[#f+1] = LoadActor( NOTESKIN:GetPathForNoteSkin("Center","Tap",ns) ) .. {
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InitCommand=cmd(y,20);
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}
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end
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t[#t+1] = f;
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end
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-- Lock input for half a second so that players don't accidentally start a song
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t[#t+1] = Def.Actor {
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@@ -374,10 +374,10 @@ DeltaSecondsOnCommand=y,80;
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DeltaSecondsGainLifeCommand=zoom,0.5;
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[ScoreDisplayPercentage Percent]
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PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
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PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
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DancePointsP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
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DancePointsP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
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PercentP1OnCommand=shadowlength,1;strokecolor,Color.Outline
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PercentP2OnCommand=shadowlength,1;strokecolor,Color.Outline
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DancePointsP1OnCommand=shadowlength,1;strokecolor,Color.Outline
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DancePointsP2OnCommand=shadowlength,1;strokecolor,Color.Outline
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[ScoreDisplayRave]
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MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0
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@@ -564,9 +564,10 @@ Fallback="TextBanner"
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[ScreenSystemLayer]
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ShowClock=true
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CreditsP1OnCommand=horizalign,left;vertalign,bottom;zoom,0.675;shadowlength,1;
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CreditsP1OnCommand=horizalign,left;vertalign,bottom;zoom,0.675;shadowlength,1;diffuse,PlayerColor(PLAYER_1);diffusetopedge,ColorLightTone(PlayerColor(PLAYER_1));
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#
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CreditsP2OnCommand=horizalign,right;vertalign,bottom;zoom,0.675;shadowlength,1;diffuse,PlayerColor(PLAYER_2);diffusetopedge,ColorLightTone(PlayerColor(PLAYER_2));
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#
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CreditsP2OnCommand=horizalign,right;vertalign,bottom;zoom,0.675;shadowlength,1;
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[ScreenConsoleOverlay]
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